Let me start by saying this is not a complaint about crafting costs, and I realize the subject of the economy has been beaten to near-death, but considering the recent scarcity of high level items I feel this is warranted.
I propose we keep the same mat cost per recipe of all non-block craftables but substantially increase the output of bulk and mass craft, as well as any single craft that makes sense. Like 2-4 times as much output. Is that crazy? Maybe. But no crazier than the biggest malls in the galaxy being out of forged tools, speed brews (I know- gleambows right now), teaching pies, etc.
We want to make the game more fair and more fun for everyone, including new players. Iāve been brainstorming the effects and hereās what Iāve come up with so far:
Main effects, accounting for the ātwice as muchā scenario-
- Everything is slightly cheaper.
- Problem: High level stuff is too expensive for casual players while chronic grinders can buy out a whole store.
- Sellers donāt even need to cut prices in half. Imagine youāre selling teaching pies for 400ea when crafting 50 (20k revenue). Now the same mats create 100 pies and you sell them for 250ea. Thatās 25k in revs for half the grind and the buyer gets the same amount of pies for 5/8 the cost. Win-winā¦
Btw Iām going to use the word āgrindā a lot here so be ready.
- Inventory stays stocked.
- Problem: Ugh- empty shop stands. Everywhere.
- How nice would it be if you needed something and KNEW that you could find it at the same shop you got it from last time? That peace of mind is becoming increasingly more rare and it pushes us experienced players into crafting ourselves and taking even more money out of the economy.
- Less time grinding, of course.
- Problem: Iāve pointed out the irony on numerous occasions that the most successful and reliable shop owners are the ones who get burnt out the quickest and end up quitting the game. They have the best prices that casuals canāt compete with, effectively cornering the market, then
theyāre gone and their customers are lost and flood to the shop with the next best price or, again, craft their own and take their money out of the economy. I donāt blame the shop owners- I blame the grind and have always felt bad for those who have to turn it into a daily job to stay reliable. - While sellers still need to grind the same amount for the first craft, a 30-minute-per-day grind for sweet beans can thereafter be matched in 15 minutes, or 30 minutes every other day. You can finally PLAY the game again with that extra time youād have spent WORKING.
- Less time shopping⦠and not giving up looking.
- Problem: Going from planet to planet looking at the knowledge tab is annoying. Especially when you figure what youāre looking for has to be available on Gyosha or Tana. Thatās enough for me to call it a day and switch games⦠and take my money out of the economyā¦
- This is solved with better-stocked inventories outlined above.
- Wider variety of goods and easier to maintain multiple shops.
- Problem: Amalgamation of the problems above.
- If a seller is now spending half the time grinding for diamond hammers, or can make twice as much refined diamond, they have the option to add axes and shovels to their business. Or they can produce twice as many hammers and sell them at two shops.
In addition to these outlined effects on the economy, there would be reverberating side effects, like the following:
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Mat āfarmsā, specifically areas that are reserved so that a particular surface mat hotspot isnāt plotted and built on, could potentially be smaller. Those who reserved them to hit during their daily grind may not feel as pressured to gather as much every day and could therefore be more economical with their reserved plots.
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Some regen farms can be smaller. While I donāt believe this change should necessarily extend to block crafting recipes, for reasons Iāll detail below, some blocks are used in recipes I do think should be affected. If sand and silty soil combined to make a full glass block, rather than half of one, we might end up with smaller (or less) sand and silty farms.
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Consider the plight of the farmer. Just kidding. But seriously, if I harvest all of my crops at one time (currently growing a small amount of each of the organic crops, havenāt built any inorganic farms yet), it takes my farmer alt over 30 minutes between harvesting and planting and only gets him like 3k experience. If I craft/cook all the recipes I can make every day then it does get the daily xp. With updated quantities though, I could have a smaller, more manageable farm to get the same output and could spend more time gathering beans etc with that alt.
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There would be less interruptions to BUILDING. I play the game to build. This is a little more general of an effect so to tag a specific experience- I used to get transform chisels from a shop near most of my builds. Of course they were always running out (see āinventory stays stockedā) and I didnāt stockpile/hoard them out of principle. Well that shop owner got BURNT OUT from spending days gathering mats then forging everything that would sell out in minutes, and closed his shop. Fortunately heās a saint and a bro and continued making me stuff whenever I was desperate. Still, there was downtime from building to wait for chisels which only got worse when I had to start shopping for them. Due to the unreliable market, I now forge them myself. This takes much longer than running over to buy them, and takes my money out of the economy. And I use a lot of transform chisels.
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Perhaps I shouldnāt have saved the most important point for last as Iām sure Iāve lost most readers by now, but, lastly, THERE WILL BE MORE PLAYERS. For all of the reasons I believe this update would improve everyoneās Boundless experience, it would greatly increase player retention. Less burnt-out grinders, less depressingly empty shops, less wasted/uneconomical/inefficient plots, less building downtime, more money, more variety, more TIME to be Boundless!
Details on updated recipes:
- With regards to the production flow, building block output should remain as it is. We already get 50 stones blocks from only 18 rocks, and each block is the same volume. It wouldnāt make sense to get a crazy amount of stones to make even more refined rock to make even more marble. With other items like diamond hammers being more plentiful, itāll be easier to mine more rocks anyway. We will get the same amount of marble per craft, but will have more bonding agent to work with.
- Mass craft of gems in the compactor would still yield 50 compact gems, but double the output of refined gems. This way we still get the same amount of ābuilding blocksā and wouldnāt be double-dipping on the updated output.
- Tool output would also remain the same because we have more mats.
While I could spend the time running through scenarios for every recipe, I think I established enough points of reference to apply to all aspects of the game and donāt want to keep boring you. I ask you now to envision how you spend your time playing and what this update could do for you. Then take a moment to imagine yourself as a new(ish) and possibly skeptical player and how this would affect your experience and willingness to press on.
Thanks!
(10 characters)
Jk

